Skip to content

Pillar of the Lost Magocracy

Size
Huge
Type
Construct
Challenge Rating
4
Source
Creature Codex
Alignment
Chaotic-Neutral
Armor Class
14
Speeds
0
Walking Speed
0
Strength Score
9
Dexterity Score
1
Constitution Score
13
Intelligence Score
18
Wisdom Score
8
Charisma Score
13
Saving Throws
Constitution, Wisdom
Skill Proficiencies
Arcana, History
Vision
Darkvision (120ft)
Languages Ref
understands Common but can't speak, telepathy 120 ft.
Hit Points
90
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Resistant to Non-Magical Damage, Immune to Poison Damage
Languages
Telepathy (120ft)

Huge construct, chaotic neutral


Armor Class 14 (natural armor)

Hit Points 90 (12d12+12)

Speed 0 ft.


STR
9 (−1)
DEX
1 (−5)
CON
13 (+1)
INT
18 (+4)
WIS
8 (−1)
CHA
13 (+1)

Saving Throws Con +3, Wis +1

Skills Arcana +6, History +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 9

Languages understands Common but can't speak, telepathy 120 ft.

Challenge 4 (1,100 XP)

Mental Agility. The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.

Shocking Vengeance. A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

Actions

Anger of the Ancient Mage. The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:

  1. Mutant Plants. Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.
  2. Acid Rain. Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.
  3. Noxious Cloud. The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.
  4. Shrinking Ray. A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.